The rules are highly experimental, the first test game is still going but I wanted to post this anyway.
The game is meant to be a kind of an attempt to survive against growing wawes of enemies, and
this is how it works right now: (note: rules may need to be changed a lot depending on expansions
such as CoD)
The board setup is irrelevant, although you should adjust it to how challenging you want the game to
be and what enemies you have decided to play against, you will also need a few markers (such as bases)
to act as enemy starting points. For example we, in our test game made a small area surrouned by two houses
and a ruin against the edge of the board, surrounded by five starting points for the enemies.
The gamegoes on in the following way:
1: Pick a hero! Choose an HQ character (any one, but mind challenge, models such as the
Nightbringer, Ghazgul, abaddon or termie Calgar are not recommended but can be used for an easier game.)
You can also pick any usual HQ in case you don't want special characters, or play necrons.
2: Place all cover and buildings you want to use for the game on the board in any way you want,
but as always mind the challenge.
3: Pick the deployment zone for your hero and the board edge or the area of an edge for your
reinforcements (explained later) will arrive from.
4: Place any number of start points for enemies in your desired locations (12-30'' away from your
deployment area seems a good distance)
5: Pick the enemies you wish to fight against for the waves (thinking about the level of challenge),
for example our test game, with 4 people has so far had the following waves, designed on the fly:
Wave 1: 5x30 grotz, each woth 3 slavers (or whatever they're called)
The wave was designed to be an easy gather of points. (described later)
Wave 2: 4x20 boyz
Warboss, big choppa
9xNobz to start with the boss
This wave cranked up the difficulty heavily and we almost lost, but survived in the end.
Wave 3: As above but an additional:
Warboss, big choppa
9xNobz to start with the boss
This wave was easier since we had more forces to counter the nobz with.
Wave 4 : As wave 3, but with added 6 killa kanz with big shootas.
We havent played this wave yet, but it will probably be a tough fight.
!!!EXPLANATION OF GAME MECHANICS!!!
The goal of the game is to survive (obviously)
You will accomplish this by destroying waves of enemies and, of course
by not dying.
You start at wave one and progress as far as you can, until you have been wiped off the
table. (wich obviously will happen)
When the game starts all participating players place their heroes in their deployment area,
after wich all enemies in wave 1 are placed within 6'' of their starting points (wich you can
decide before the game starts or just decide on the fly) or within any distance you find appropriate.
After this the game starts from the turn of player 1, thn player 2 and so on until all players have played their turn,
after wich the enemies play their turn according to the normal rules in the rulebook with a few exceptions:
All enemies (or mobs) have the rage rule, with the exception of not having to assault on units that simply
aren't made for that (such as guardians)
Enemy vehicles have to shoot at the closest visible enemy, in case they don't see any, they need to move
the shortest possible distance to achieve a line of sight to an enemy so that they can fire their weapon.
All enemy infantry (and jump infantry, bikes etc.) are equipped with krak grenades.
The rules make the enmies actions automatic, except for CC with multible ICs etc. In these cases apply
common logic. (hit the character that seems smarter to get rid of)
Every time a player kills, wrecks, or explodes an enemy model he gains 1/3 (rounding up) of its points value to his/her
points, wich should be written down on pape, held on calculator etc. These points can then be spent to request (a) new
unit(s) at the start of the player's own turn. The unit(s) must be picked from the same codex as the character, and
walkers are not recommended early on since they are nigh unstoppable. The units are aquired at the points cost in the
codex, and enter play just as if they had just arrived from reserve, coming from the owning players table edge (decided
before the game) Deep strike may be used. Also Space Marines may purchase drop pods without passengers to act as
'sentry guns'.
Additional rules for the player's primary heroes: (the heroes they start the game with)
A primary hero may revive at the start of the owning player's turn if another primary hero is within 6''.
They return to play with one wound remaining. (when a hero dies, instead of removing him, leave
the model on its side)
A primary hero recovers all lost wounds at the start of a new wave.
If a hero is dead at the start of a new wave he may re-enter play during the owning player's turn
just as if arriving from reserve, with all wounds recovered.
Notes:
-A new wave starts when ALL enemy models in the previous wave have been wiped out
-The challenge is much determined by the player(s), so make your decisions accordingly
-I will further write the rules and answers any questions, abut 10-12 hours after posting
Any comments and questins are appreciated!!!
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